Timeline for Why is the equation \$S = ut + \frac 1 2 a t^2\$ not used directly to calculate final position of an object?
Current License: CC BY-SA 4.0
8 events
when toggle format | what | by | license | comment | |
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Jan 31, 2021 at 8:23 | vote | accept | anonymous | ||
Jun 5, 2019 at 6:00 | history | tweeted | twitter.com/StackGameDev/status/1136150866740817922 | ||
Jun 1, 2019 at 22:29 | answer | added | Theraot | timeline score: 2 | |
Jun 1, 2019 at 22:04 | answer | added | Turms | timeline score: 3 | |
Jun 1, 2019 at 20:17 | comment | added | trollingchar | In games, positions and velocities are usually changing all the time, especially when a game has physics and collisions (and given that it has gravity it almost certainly has). A simple approach is better in that case. However, there is nothing that prevents you from using more accurate formula, except that you will have to recompute coefficients on every external change of position, speed or gravity. | |
Jun 1, 2019 at 20:17 | comment | added | DMGregory♦ | What you're describing in steps 1 & 2 is called (symplectic) Euler integration. It's popular to show in tutorials because it's simple, easy to understand, and easy to build upon (even a reader who's unfamiliar with calculus can reasonably guess at how they'd add a new physics influence into either the velocity or position step). It's not the only tool in use in shipped game systems though. | |
Jun 1, 2019 at 20:14 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
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Jun 1, 2019 at 20:06 | history | asked | anonymous | CC BY-SA 4.0 |